Behold: JBOY Longboat. The first of many scripts to be released as the mission series Last Tango In Tanoa progresses.
This script converts an assault boat into a Tanoan civvie long boat. Great for fishermen, pirates and insurgents. You can see this boat in action in my new mission Last Tango In Tanoa - Episode 1. Please try that mission and rate and comment on steam. Your comments and ratings motivate me to finish the next episodes and create more scripts.
How to use this script:
Place an empty assault boat object
Place a call to this script in the object's init line. Here's some sample calls:
// Converts assault boat to an empty longboat
_d = [this,""] execvm "Scripts\JBOY_LongBoat.sqf"; // Creates an empty longboat, with no mounted weapon
_d = [this,"B_HMG_01_F"] execvm "Scripts\JBOY_LongBoat.sqf"; // Creates an empty longboat, with a mounted weapon on the front
// Converts assault boat to a longboat with crew already on board:
_d = [this,"B_T_Static_AT_F", units group player] execvm "Scripts\JBOY_LongBoat.sqf";
_d = [this,"B_T_Static_AT_F", [unit1, unit2, unit3, unit4]] execvm "Scripts\JBOY_LongBoat.sqf";
Download demonstration mission: https://www.dropbox.com/s/qn8jsuxmkj3u59b/JBOY_Longboat.Tanoa.zip?dl=0
Crew Size:
If longboat has a mounted weapon, then maximum crew size is 4 (driver, 2 passengers, gunner).
If longboat does not have a mounted weapon, then maximum crew size is 3 (driver, 2 passengers)
Types of Mounted Weapons supported:
B_HMG_01_F
B_GMG_01_F
B_T_Static_AT_F
B_T_Static_AA_F
Script:

Compilation List of my GF Scripts - Mods
by
GEORGE FLOROS [GR]
Credits & Thanks:
Thanks to All script contributors
Thanks to everyone who tries to do the best for this game!
Thanks to BIS for such a great platform .
Thanks to BIS Community and BIS Community Forums .
Thanks to Armaholic Community and Forums .
Below are the links and the download button , for every of my available GF Scripts .
This list , will always be up to date.
For anything that you might want , feel free to ask , if it's possible to do something for this ,
after all the arma series generally , has a good and helpfull community!
Thank you Guys , for the whole support !
and off course . . . have FUN !

Hi all, I'm usually just a lurker here, but I thought I'd release my dynamic spawning system seeing as I've finally got it to the point where I'm happy to hand it out to people.
So, without further ado:
What is it?
The Dynamic Spawner is a system that dynamically spawns units with custom loadouts, faces, voices, etc. This can add variety to your missions by giving you the ability to create factions that normally don't exist in the game - WITHOUT needing extra mods (other than gear/weapons if you want modded ones). Handy for public servers that want to avoid using mods, or for groups who want to have special factions for their scenarios without needing entire mods for new factions.
How do I use it?
1. Unzip the files into your mission file, and add the following to your init.sqf:
0 = execVM "SyDynSpawn\DynamicSpawnerInit.sqf";
2. Place down units in your mission (disable their simulation/model/etc) and give them the custom loadout you want.
3. Give the leaders of the groups relevant names.
4. Insert the names of the group leaders, and classnames of vehicles into the factions.sqf (check attached readme for details on how to do that)
5. Place down Game Logics where you want to spawn units and follow instructions in the readme file to set them up to spawn how you want.
Example Mission here: https://www.mediafire.com/file/f3749dpf4uu81ld/Dynspawn_Example.Stratis.zip
What does it not do yet?
I've added base elements for CAS and Helicopter reinforcements, but haven't implemented a spawner for them yet. This will be added in future.
Where do I get it? Here: http://www.mediafire.com/file/nb01br9o3pu9p3v/SyDynSpawn.zip
Anyways, let me know if you find bugs or have questions/suggestions for future features.

GF Ambient Environment Winter Script- Mod
by
GEORGE FLOROS [GR]
Description:
GF Ambient Environment Winter Script , create your desired Environment.
You are free to do anything but i would like to give me Credits for this!
Simple and easy to use and adapt .
Have Fun !
Installation / Usage:
For usage instructions and information of how to use the GF Ambient Environment Winter Script please refer to the included documentation and/or example mission.
Place in your mission the files . There is everything included , in the initServer.sqf , initPlayerlocal.sqf and the Description.ext , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax
Don't try to open this with the simple notepad.
For everything that is with comment // in front or between /*
means that it is disabled , so there is no need to delete the extra lines.
You can open this ex:
with notepad++ https://notepad-plus-plus.org/
and also use the extra pluggins
(this way will be better , it will give also some certain colors to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680
or use any other program for editing .
For the Compilation List of my GF Scripts , you can search in:
https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/
Notes:
Create your desired , Ambient Environment.
This is a compilation of scripts and it is also including ,
the GF Ambient Environment Winter Script.
The included Scripts are :
GF Breath Script GF ColorCorrections Script GF Fog Script GF Weather Script
GF Ambient Environment Winter Script
The GF Ambient Environment Winter Script includes ,
a snow script and ambient sounds,
for animals , birds for day and night ,
man sounds , forest SFX , wind blowing sfx and weather sound according to forecast.
The available options can be edited in GF_AEW_init.sqf
It is also included a mod version , posible to unpack and edit.
Credits and Thanks to :
Thanks to All script contributors
Thanks to everyone who tries to do the best for this game!
Thanks to BIS for such a great platform .
Thanks to BIS Community and BIS Community Forums .
Thanks to Armaholic Community and Forums .
Changelog:
v1.2
GF_Breath Script Updated.
v1.1
GF_Breath Script Updated.
GF_Fog Script Updated.
v1.0
Forum topic:
- Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40268&n=last#bottom
Armaholic
GF Ambient Environment Winter Script- Mod

GF Missions Script
by
GEORGE FLOROS [GR]
Description:
GF Mission Script , configurable script.
You are free to do anything but i would like to give me Credits for this!
Simple and easy to use and adapt .
Have Fun !
Installation / Usage:
For usage instructions and information of how to use the GF Mission Script please refer to the included documentation and/or example mission.
Place in your mission the files . There is everything included , in the init.sqf and description.ext , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax
Don't try to open this with the simple notepad.
For everything that is with comment // in front or between /*
means that it is disabled , so there is no need to delete the extra lines.
You can open this ex:
with notepad++ https://notepad-plus-plus.org/
and also use the extra pluggins
(this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680
or use any other program for editing .
For the Compilation List of my GF Scripts , you can search in:
https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/
Notes:
This is a standalone Mission Pack , that will give more depth in a mission.
It is working in every map. It will generate missions on random.
This script is also including DAC Script version.
** CAUTION **
The player variable names , must start with : s_1 , s_2 and so on up to s_70.
Otherwise , they must be defined in the DAC/DAC_Config_Creator.sqf
Feel free everyone , to post your missions (scripted , MP compatible)
in order to make this Misson Pack bigger !
Credits and Thanks to :
Thanks to All script contributors
Thanks to everyone who tries to do the best for this game!
Thanks to BIS for such a great platform .
Thanks to BIS Community and BIS Community Forums .
Thanks to Armaholic Community and Forums .
Special Thanks to :
Big thanks to Silola , for his unique DAC mod/script.
DAC V3.1 (Dynamic-AI-Creator) https://forums.bohemia.net/forums/topic/167033-dac-v31-dynamic-ai-creator-released/
Changelog:
v3.0
Several Fixes.
v2.0
added a lot of available options,
added the EOS Script,
added a custom spawn system,
added more missions,
addded a time out option,
the missions that must be spawn in the desired position,
added safe areas,
added addactions,
added the new GF_Set_Custom_Loadout script, which is modified for this purpose,
scripts for the spawned enemies will allow everyone to select from an array for the classnames for ex: RHS units , vehicles , etc
excluded GF_Police_and_Siren script ,
and there are a lot of changes on the whole script.
This version is completely reedited.
v1.0
Forum topic:
- Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40207
Armaholic
GF Missions Script
Extra usefull information from the topic , will be added at the post below:

Scripting General & Library
Information :
Feel free to share and discuss , about Ravage Scripting and Scripting general.
# Follow the same form , as the first Post please .
A list with the certain page , will be here available.
_____________________________________________________________________________________
I also suggest to follow , the BIS Forum Members below ,
who really help and share their work and knowledge :
# the list is off course on random.
https://forums.bohemia.net/profile/900806-pierremgi/
https://forums.bohemia.net/profile/770615-larrow/
https://forums.bohemia.net/profile/832107-grumpy-old-man/
https://forums.bohemia.net/profile/773718-hazj/
https://forums.bohemia.net/profile/842941-davidoss/
https://forums.bohemia.net/profile/906542-schatten/
https://forums.bohemia.net/profile/759255-mrcurry/
https://forums.bohemia.net/profile/792430-dedmen/
https://forums.bohemia.net/profile/1145462-mr-h/
https://forums.bohemia.net/profile/801328-fn_quiksilver/
I thank personally and public , this members , for everything so far.
_____________________________________________________________________________________
List :
1. Custom zombie spawner script, that works alo in USS Liberty or USS Freedom == SOLVED
2. How to add a Custom texture respawnable uniform on players or units == HOW TO
3. Ravage Zed Detector == HOW TO
4. How to create a trigger that counts the number of zombies in its radius and spawns a new horde if there are too few == SOLVED , +2nd
5.How to keep Zeds within a 10-20 meters radius == HOW TO
6.How to disable the access of an item == HOW TO
7.How to make a certain unit/s to handle more damage == HOW TO
8.How to add message on player death == HOW TO
9.How to create a Mod Check == HOW TO
10. How to make Ravage zombies drop items when killed == HOW TO
11. Object Spawner Script
12. How to destroy a certain area
13. Check if player kills members of his own side, CIVS or certain animals and make him a renegad﻿e for that

GF Drop Loot Script
by
GEORGE FLOROS [GR]
Description:
GF Drop Loot Script , Enemies , will drop items or add to their inventory , when killed , configurable .
You are free to do anything but i would like to give me Credits for this!
Simple and easy to use and adapt .
Have Fun !
Installation / Usage:
For usage instructions and information of how to use the GF Drop Loot Script please refer to the included documentation and/or example mission.
Place in your mission the files . There is everything included
in the description.ext and initPlayerLocal.sqf , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax
Don't try to open this with the simple notepad.
For everything that is with comment // in front or between /*
means that it is disabled , so there is no need to delete the extra lines.
You can open this ex:
with notepad++ https://notepad-plus-plus.org/
and also use the extra pluggins
(this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680
or use any other program for editing .
For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/
Notes:
The Loot is configurable
Credits & Thanks:
Thanks to All script contributors
Thanks to everyone who tries to do the best for this game!
Thanks to BIS for such a great platform .
Thanks to BIS Community and BIS Community Forums .
Thanks to Armaholic Community and Forums .
Changelog:
v2.0
Code optimization,
added configurable items inside uniforms,
added setting options and small additions inside the script,
changed the name of all the scripts , starting now with GF .
Version 1.0
- first release
Forum topic:
- Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=39889
Armaholic
download
GF Drop Loot script

Here the talking is about a script originally used in Dynamic Combat Ops missions by Dear mr. mbrdmn
Dear scripters please help)
I've took some folders with scripts from original DRO mission with sunday revive system, but faced another problem..
ma.ybe I took something wrong or run it not at proper manner, I've already broke my head 😞
Script only works fine at singleplayer/editor and only for me in multiplayer as I am a host, my friends cant revive anybody (not AI not me), but I can revive everyone, even friends.
so I get stucked......
The problem is how to run this script properly when I host game with my friends so the script sohuld work perfect for everybody.
so both my test mission and original from wehere I got the script is here in google drive
Any help will be appreciated, thanks guys
update 12.03.19
Our current version is here: https://ufile.io/8s845
Current problem faced:
Me(host) and joined internet/lan players: all die at the first time after first kill-shot, then have a respawn and after respawn bacome revivable. (script starts working correctly for live players after death)
We can revive each other.
About AI: AIs die if not after first shot but after second same as players, but after they got respawned they die too and after their death they lost ability to revive anyone or be revivable, they just die as regular unit and don't care about incapacitated units, seems like script stops working for them after they die.
it is important that playing alone even in MP as in SP the script works just fine BEFORE someone joins!!
Joined player "ruins" the script.﻿
Video of the tests:

GF Auto Population Zombie Script - Mod
by
GEORGE FLOROS [GR]
Description:
GF Auto Population Zombie Script - Mod , will work automatically and populate every Map , with enemies on infinite.
You are free to do anything but i would like to give me Credits for this!
Simple and easy to use and adapt .
Have Fun !
Installation / Usage:
For usage instructions and information of how to use the GF Auto Population Zombie Script - Mod please refer to the included documentation and/or example mission.
Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission .
https://community.bistudio.com/wiki/SQF_syntax
Don't try to open this with the simple notepad.
For everything that is with comment // in front or between /*
means that it is disabled , so there is no need to delete the extra lines.
You can open this ex:
with notepad++ https://notepad-plus-plus.org/
ArmA 3 | Notepad ++ SQF tutorial https://www.youtube.com/watch?v=aI5P7gp3x90
and also use the extra pluggins
(this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680
or use any other program for editing .
For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/
BI Forum Ravage Club Owner : https://forums.bohemia.net/clubs/73-bi-forum-ravage-club/
Notes:
GF Auto Population Zombie Script - Mod , will work automatically and populate every Map , with enemies on infinite ,according the selected spawn distance and the max number of enemy.
It is created with a concept of , players being in a hostile territory.
The intention of this Script - Mod ,
is to be played alone or even boost your mission and enchase generally the game play.
The Zombie spawn possible settings are , patrol , garrison and hunt players.
There are arrays , for the Units used , in order to change them easy , to your faction desired enemies .
The are presets for RyanZombie , Max Zombies and Ravage mod.
There is no editing needed in the 3d editor with markes , triggers etc.
It's created in mind , to be as configurable as possible , easy to read , use and edit.
There is a dynamic unit spawn and despawn depended on maximum number of enemies and distance.
There are options about the spawn positions of the units.
There are Safe distances and Blacklist Zones , from players and spawned units .
Everything will be total random , according the selected options and the spawn settings.
There is a Script and a Mod version available.
The Mod version , is using a userconfig , to set your desired settings.
For the Mod version :
userconfig Installation :
Place the "userconfig" folder into your Arma 3 main folder.
You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive.
There are also incuded 2 scipts:
GF Auto Random Loadout Script -Mod https://forums.bohemia.net/forums/topic/220873-gf-auto-random-loadout-script/
GF Units Map Markers and Symbols Script - Mod https://forums.bohemia.net/forums/topic/219763-gf-units-map-markers-and-symbols-script/
DO NOT use with :
ZBE_Cache AI & Vehicle caching script/addon
Credits and Thanks to :
Thanks to All script contributors
Thanks to everyone who tries to do the best for this game!
Thanks to BIS for such a great platform .
Thanks to BIS Community and BIS Community Forums .
Thanks to Armaholic Community and Forums .
Changelog:
v1.0
Recommended and/or optional addons and mods to use with :
Ravage http://www.armaholic.com/page.php?id=29638
Zombies and Demons http://www.armaholic.com/page.php?id=28958
Max Zombies http://www.armaholic.com/page.php?id=33696
more info in :
Forum topic:
- Armaholic forums http://www.armaholic.com/forums.php?m=posts&amp;q=40392
Armaholic
GF Auto Population Zombie Script - Mod

GF Auto Population Script - Mod
by
GEORGE FLOROS [GR]
Description:
GF Auto Population Script - Mod , will work automatically and populate every Map and Water Maps as well , with enemies on infinite.
You are free to do anything but i would like to give me Credits for this!
Simple and easy to use and adapt .
Have Fun !
Installation / Usage:
For usage instructions and information of how to use the GF Auto Population Script - Mod please refer to the included documentation and/or example mission.
Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission .
https://community.bistudio.com/wiki/SQF_syntax
Don't try to open this with the simple notepad.
For everything that is with comment // in front or between /*
means that it is disabled , so there is no need to delete the extra lines.
You can open this ex:
with notepad++ https://notepad-plus-plus.org/
ArmA 3 | Notepad ++ SQF tutorial https://www.youtube.com/watch?v=aI5P7gp3x90
and also use the extra pluggins
(this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680
or use any other program for editing .
For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/
BI Forum Ravage Club Owner : https://forums.bohemia.net/clubs/73-bi-forum-ravage-club/
Notes:
GF Auto Population Script - Mod , will work automatically and populate every Map and Water Maps as well , with enemies on infinite ,
according the selected spawn distance and the max number of enemy.
It is created with a concept of , players being in a hostile territory.
The intention of this Script - Mod ,
is to be played alone or even boost your mission and enchase generally the game play.
There is a variety , over 75 different spawn possible settings ,
from spawning a single unit , transported infantry with land vehicles and helicopters , attacking planes , speed boats patroling ,
divers and every kind of spawn possibillity , except UAV and drones.
There are arrays , for the Units used , where everything is sorted from every possible type and usage of infantry and vehicles,
in order to change them easy , to your faction desired enemies , like CUP and RHS or Custom etc.
There is no editing needed in the 3d editor with markes , triggers etc.
It's created in mind , to be as configurable as possible , easy to read , use and edit.
There is a dynamic unit spawn and despawn depended on maximum number of enemies and distance.
There are options about the spawn positions of the units.
There are Safe distances and Blacklist Zones , from players and spawned units .
Everything will be total random , according the selected options and the spawn settings.
Get prepared for anything ,
because the enemy will defend and attack , patrol , reckon , garrison for the infantry and the same , for all the type of vehicles units as well.
There is a Script and a Mod version available.
The Mod version , is using a userconfig , to set your desired settings.
For the Script version :
To adjust the settings :
GF_Auto_Population_Settings.sqf
and for the spawn types :
GF_Auto_Population_Spawn_Settings.sqf
For the Mod version :
userconfig Installation :
Place the "userconfig" folder into your Arma 3 main folder.
You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive.
There are also incuded 2 scipts:
GF Auto Random Loadout Script -Mod https://forums.bohemia.net/forums/topic/220873-gf-auto-random-loadout-script/
GF Units Map Markers and Symbols Script - Mod https://forums.bohemia.net/forums/topic/219763-gf-units-map-markers-and-symbols-script/
DO NOT use with :
ZBE_Cache AI and Vehicle caching script/addon
Credits and Thanks to :
Thanks to All script contributors
Thanks to everyone who tries to do the best for this game!
Thanks to BIS for such a great platform .
Thanks to BIS Community and BIS Community Forums .
Thanks to Armaholic Community and Forums .
Changelog:
v2.2
Fixes for :
the Position scripts , Spawn settings and the Location settings , Enemy spawn scripts and minor fixes.
Changes on the Mod Userconfig files and Settings.
Code optimization.
v2.1
Fixed the Userconfig settings for the Mod version.
v2.0
Fixed working in SP.
Dynamic simulation is available to save the FPS and increase , also the max spawn unit number.
Uavs , Drones and Ugvs spawn, is now available.
A lot of code fixes and code optimization.
Added some extra settings.
v1.0
Forum topic:
- Armaholic forums http://www.armaholic.com/forums.php?m=posts&amp;q=40381
Armaholic
GF Auto Population Script - Mod
Informations :

Hey guys, quick question. I want to migrate from using the steam mod version of v-com to the script to make preparations for a server. I haven't found any guides online or an instruction set on the git hub to do so. After downloading it I performed what would seem pretty straight forward copy and pastes. but loading up a test mission and all i get is errors for about 5 mins after initializing the script.
Anyone know the proper way to load the script version?

DESCRIPTION:
This is a script which enhances the in-game VOIP by adding radio effects when communicating with other players, while factoring distance between the sender/receiver of the transmissions. No mods or third-party programs required. Setup is easy!
I created a Feature Request ticket for BI to add a mutePlayer command. Please up vote!
VIDEO:
SCREENSHOTS:
FEATURES:
No mods required!
No third-party programs required!
Script will initialize only if TFAR / ACRE2 aren't enabled
Tiny file size (104 KB)
No performance impact
Admin/clients don't have to download anything to play your mission
No custom sounds; AFAR recycles Arma 3's audio files
No custom artwork; AFAR recycles Arma 3's models/textures
No custom animations; AFAR uses an animation already Arma 3
No custom items; Players just need a radio equipped to talk on radio channels
Adds interesting depth to VOIP, which it has lacked for so long
Talking on VOIP channels in-game will broadcast radio noise to all friendlies in range with a radio
Radio noise gets louder based on distance, until out of radio range
Incapacitated / dead players cannot use radio
Compatible with land, sea, and air vehicles
Compatible with Arma's End Game respawn templates
Compatible with Arma's End Game Spectator
Compatible with Arma's Dynamic Groups
More information in the "ReadMe.txt"
TO DO LIST:
Fix all known bugs
Include terrain / weather interference
Include Zeus compatibility
Release a separate standalone mod version
KNOWN BUGS: (Upcoming Change-Log)
Mouse button inputs (LMB, RMB, MMB) are not supported
Not Zeus compatible
Talking while reloading will delete the new magazine, if anAFAR = TRUE
CREDITS:
• Phronk: Script Creator
• Bohemia Interactive: Radio model, audio, animation, and BIS_fncs
CONTRIBUTIONS:
• BadBenson: Helped with private variables
• DirtySanchez: Helped organize functions/define CfgRemoteExec
• Larrow: Helped improve radio keybind detection
TESTERS:
• BadBenson
• BruceAlmightyy
• KingCarter
• Limey
• Sjakal
• statsback2zero
• PRYMSUSPEC
INSTALLATION:
Download Link (Google Drive)
Download Link (Steam Workshop)
Download Link (Armaholic)
v0.8 (22NOV2017)
CHANGE-LOGS:

GF Auto Random Loadout Script - Mod
by
GEORGE FLOROS [GR]
Description:
GF Auto Random Loadout Script , it will detect the enabled Mods , without editing lists.
You are free to do anything but i would like to give me Credits for this!
Simple and easy to use and adapt .
Have Fun !
Installation / Usage:
For usage instructions and information of how to use the GF Auto Random Loadout Script please refer to the included documentation and/or example mission.
Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission. https://community.bistudio.com/wiki/SQF_syntax
Don't try to open this with the simple notepad.
For everything that is with comment // in front or between /*
means that it is disabled , so there is no need to delete the extra lines.
You can open this ex:
with notepad++ https://notepad-plus-plus.org/
and also use the extra pluggins
(this way will be better , it will give also some certain colors to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680
or use any other program for editing .
For the Compilation List of my GF Scripts , you can search in:
https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/
Notes:
It will detect the enabled Mods , without editing lists.
There are 3 options available :
1 = Load every Mod + Bohemia items , 2 = Load every Mod - No Bohemia items , 3 = Load Bohemia items Only
There is an exclude list available or add in the init of a unit:
this setVariable ["Var_GF_ARL", true];
Extended options about the loadouts , are available.
It is also included a mod version , posible to unpack and edit.
Credits and Thanks to :
Thanks to All script contributors
Thanks to everyone who tries to do the best for this game!
Thanks to BIS for such a great platform .
Thanks to BIS Community and BIS Community Forums .
Thanks to Armaholic Community and Forums .
Changelog:
v1.1
Added Custom items array.
Minor fixes.
v1.0
Forum topic:
- Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40307
Armaholic
GF Auto Random Loadout Script - Mod

Engima's Civilians v0.90.40
by Engima
Description:
Engima's Civilians is a script that adds dynamic civilians to an Arma 3 mission. Civilians spawn near player(s) and are removed again when they are far away. Works on maps with enterable buildings.
You can customize how many civilians there will be, civilian units classes, the maximum number of groups to use, minimum spawn distance, maximum spawn distance, and blacklist markers to define areas where no civilians will be. You also add callbacks if you want to do something when units spawn or being removed.
Script works in singleplayer, multiplayer, hosted, dedicated, for JIPs, and on any map with enterable buildings. Media:
Youtube video - How to create a quick mission with civilians. https://youtu.be/OVirxev6wjw Download:
Download Link at Armaholic.
Also released as CPack Engima.Civilians for the TypeSqf Editor.
Installation:
Manually:
1. Copy folder "Engima" to root of your mission folder.
2. Create the file "init.sqf" in your mission folder (if you don't already have it). Add the following line to the top of the init.sqf:
call compile preprocessFileLineNumbers "Engima\Civilians\Init.sqf";
3. Customize the script in the file "Engima\Civilians\ConfigAndStart.sqf".
TypeSqf
1. Open the CPack console and run command "install Engima.Civilians". Usage:
Here is the simplest example that starts the civilian script with all default parameters. This code is to be put in Engima\Civilians\ConfigAndStart.sqf.
[] spawn ENGIMA_CIVILIANS_StartCivilians;
Here is an example that uses all parameters and first saves them in a variable named "_parameters". The function call (or spawn) that starts the civilian script is beneath. This code are to be put in Engima\Civilians\ConfigAndStart.sqf.
// Set civilian parameters.
_parameters = [
["UNIT_CLASSES", ["C_man_1", "C_man_1_1_F", "C_man_1_2_F"]],
["UNITS_PER_BUILDING", 0.1],
["MAX_GROUPS_COUNT", 100],
["MIN_SPAWN_DISTANCE", 50],
["MAX_SPAWN_DISTANCE", 500],
["BLACKLIST_MARKERS", []],
["HIDE_BLACKLIST_MARKERS", true],
["ON_UNIT_SPAWNED_CALLBACK", {}],
["ON_UNIT_REMOVE_CALLBACK", { true }],
["DEBUG", true]
];
// Start the civilian script
_parameters spawn ENGIMA_CIVILIANS_StartCivilians;
Documentation and a complete reference of set up parameters can be found in file "Engima\Civilians\Documentation.txt". How to update from older version:
Manually:
1. Back up your own customization file (Engima\Civilians\ConfigAndStart.sqf).
2. Replace the folder Engima\Civilians with the corresponding folder in the download package.
3. Replace the original ConfigAndStart.sqf with your own ConfigAndStart.sqf that was backed up in step 1.
TypeSqf:
1. Open the CPack console and run command "update Engima.Civilians". Change log:
v0.90.40
- First version.
Requirements:
Arma 3. Other releases Engima's Traffic Engima's Simple Tasks The ASCOM protocol

Vandeanson's Apocalypse - the Mod:
A "plug and play" mod that will spawn various sites and AI, fully randomly placed that will be dynamically de and respawning for ongoing survival action!
NOTE: This is not a MISSION. This is a dynamic site and event spawner, that runs on top of any mission that you start while the mod is active.
It spawns in sites based on player position, terrain and your settings (to change settings, you must edit your mission in Eden Editor - > Settings - > Addon Options).
Never again will it be pointless, dull and boring to run around in armas beautiful forrests, just because all the loot and action is stuck in cities and other remains of civilisation!
My mod will spawn in bandit camps to raid, small survivor hideouts to find and loot in the deepest forest, crashed helicopters that should definitely be searched before other survivors get there, ferocious packs of wild dogs that will jump you in the dark or animals to hunt for survival. Find a tame horse as a compagnion and tie it up next to your homebase while setting up barricades and boobie traps to fend off attacks against your newly claimed home.
Zombies just got deadlier with the infection feature. When getting hit, you might catch a deadly infection that will drain your stamina and lifeforce over time. Stack up on anti virus pills to cure yourself!
You will never rest easy, knowing that your steps may be watched from far and the moment you get too comfortable at a place, bandits pick up your trace and hunt you down!
VANDEANSONS APOCALYPSE (STEAM DOWNLOAD) INSTALLATION:
1. Subscribe to the mod and activate it and CBA_A3 in the A3 launcher
Whenever you start any mission (self made or from steam) , the mod will start to spawn in sites according to the default settings.
2. to adjust VA settings, open the mission you want to edit, or create a new one in Eden Editor, go to Settings -> Addon Options -> select the "VDA" options to see what you can change (there are a lot of options for customisation)
3. NOTE: the plane spawner requires you to place the following markers by default, else the planes spawn in the debug zone: "VD_PlaneMrkr_1,VD_PlaneMrkr_2,VD_PlaneMrkr_3,VD_PlaneMrkr_4". You may add or remove markers.
4. if you play on maps like chernarus, cover the empty terrain with large area markers and name them. enter the area markers name into the field under "VDA -1- General Settings" to blacklist that area from landsite spawns.
5. similar for shipwrecks and boats (cover inland lakes with additional area markers) so the shipwrecks and boats wont spawn in lakes inland.
6. Place your player and play. (Place the gamemaster module to check if the mod is working as ZEUS) FEATURES :
- random and automatic position finder for all features. No marker placement needed (see INSTALLATION gor exceptions)
- sites de and respawn after a adjustable time and while no player is close
- Bandit Camps
- Hideouts
- Shipwrecks
- Crashsites
- Tradercamp (custom weapon attachment trader, custom trader for ravage respawn tent backpacks, all ravage traders)
- AI Patrols
- Animal Spawner (Goats & Sheep, can be gutted and eaten with the Ravage mod)
- Spawners for Boats, Planes, Helicopters
- Medical Sites
- Zombie Infection Script for the RAVAGE mod (change the zombie parent if you want this to apply to other zombie mods)
- JBDOG feral dog spawner
- DBO Horses spawner (you need to subscribe to this mod separately, if you wish to use the spawn feature)
- No Rest! spawner (checks if player stays at a place for too long, if so, might spawn AI hunters )
- loot spawns at all sites
- Max Joiners melee weapon mod is automatically included in the loot economy and player equipper. AIs wont spawn with melee weapons however. This requires the max_melee weapons mod. No dependency is created. GENERAL:
- dynamic simulation is enabled for all spawned AI and structures. Simulation is enabled based on your view distance settings minus fog, plus scoped view distance to save FPS
- automated loot arrays based on active mods (e.g. CUP, RHS,... will be integrated into the features)
- option to blacklist items from loot arrays
- option to exclude Arma 3 Vanilla and DLC items from loot table
- option to exclude various mod sub content (e. g. CUP Uniforms, or IFA3 Backpacks...)
- adjustable AI equipper (or option to use Ravage Equipper)
- adjustable player equipper (or option to use Ravage Equipper)
- CBA_A3 Settings to tune features in Editor while making a mission
- possibility to add blacklist area markers for land sites (e.g. Bandit Camps) and coastal sites (e.g. shipwreck and boats)
- adjustable spawn ranges and despawn timers
- MP compatible to my best knowledge, please report any issues
- the default currency is the ravage money, fyi. Without ravage mod active, it will just not spawn without error
- adjust the amount of sites/features that at spawn to your needs or disable specific features if you dont like it
- plane spawner: the only feature that requires you to place markers, check the CBA3 settings for it. 4 markers are pre defined, you may add as many as you want and place such markers at airfields. All placed markers will be a potential spawn position for planes
- This mod creates NO dependency!
UPCOMING/PLANNED FEATURES:
I have quite a bunch of ideas for new features and plan to improve and extend the mod going forward, no ETA gor such features however.
AI Spawner:
- AIscavengers that move from house to house in a city and then return to a hideout z nearby to drop off loot, then go back to scavenging
- AI spawner in case players spend a lot of time at the e same place (e.g. Looting a city)
- chance for AI groups in any feature to be military grade geared, rather than random low quality survivor gear
- some sort of simple basebuilding, crafting and ressource gathering feature
- a mission generator
- optional loot economy (to fill buildings with loot)
- option to include heroes survive
- option to include zombies & demons (e.g. A ambient Z spawner)
- fake underground sites such as bunkers or caves TO DO'S:
- not all arrays are automated (automated means, items or structures of active mods are put into category for use in my script)
- automate heli, plane, heliwreck, boat arrays based on active mods
- automate inventory items REQUIREMENTS :
Note that this mod requires CBA3.
CUP Terrain Core is also recommended, as some structures from it are used. There is no dependency however.
Ravage has been the inspiration for the mod and this mod is made with Ravage in mind.
There is however no dependency, you can use the mod with our without Ravage. THANKS:
Thanks to all the great guys on the BI forum for their help and advise.
With special thanks to George Floros GR, Johnnyboy, Mr H., HazJ, Larrow, pierremgi, Haleks, Grumpyoldman, Gunter Severloh, the Ravage folks, all followers of my topic thread and anyone i might have forgotten right now. HELP TO IMPROVE:
Please subscribe, rate and let me know any issue that might occur, I would appreciate receiving any feedback that helps me improve the mod.
Cheers
VD

INCONTINENTIA'S UNDERCOVER / CIVILIAN RECRUITMENT
This is a complex and performance friendly undercover simulation for players and their AI subordinates. Work as a guerrilla cell, go undercover, recruit comrades, and cause mayhem. SP / Coop and Dedi compatible. (For those of you who've used my previous undercover scripts, this release is a significant upgrade and represents a few hundred hours' work and testing over the last version, so hopefully you'll see the improvement!)
Requires:
CBA
FEATURES
General
Virtually every factor that can affect your cover (within engine limitations and the caveats mentioned below) has been accounted for.
Optimised to the max; should not noticably affect performance at all - no noticeable performance impact even during a stress test of 45+ undercover units simultaneously undercoverising several enemy patrols.
Operates primarily on each client - server / client interaction is therefore kept to a minimum even when multiple players are undercover at the same time
Compatible with RHS, ACE, ALiVE, Zeus, ASR, bCombat, TPWCAS, VCOM... pretty much everything its been tested on (some factions' helmets and bandannas may not be recognised but the overall effect of this will be minimal - if you desperately want all features, use vanilla or RHS versions of these assets)
Comprehensive undercover / incognito simulation -
Works on players and their AI group members
Quick, easy setup: most aspects of the script are automatically implemented based on the settings you choose
Can run in the background even when the mission isn't focused around undercover operations - automatically reduces checking overhead when unit isn't undercover so it should be practically unnoticeable
No need to turn the script on or off - it just works
No checkboxes, compromised notifications or any other "gamey" stuff; just an optional hint when you're obviously hostile and when you aren't - the rest is up to you
Responds to whether the units are in vehicles or on foot, dressed as enemies or civilians, whether the unit's face fits or doesn't fit in with the faction they are pretending to be, or whether it is day or night, with each situation requiring players to behave appropriately
Suspicious enemies may challenge or watch and follow undercover units if they act weirdly; the more weird stuff you do, the more likely they are to see through your disguise (you can even use this to your advantage to draw enemies attention away from another unit while they do something suspicious - just don't get too cocky or they will open fire on you)
Players must "act" their role; doing weird stuff will raise suspicion and could blow your cover - if you point your weapon at an enemy and they see you doing it, they will get suspicious very quickly. Equally, if an enemy sees you crawling around or planting explosives, you're not going to stay undercover for long.
Enemies will detect if undercover units are the nationality of the group they are impersonating; covering your face with a scarf or bandanna will reduce this but not as much as choosing undercover units whose faces fit in with the people they are trying to impersonate
All actions have consequences, good or bad. If the MRAP you're driving gets a bit close to a patrol, moving into the back of it and out of sight of the enemy might just save your skin. Equally, putting a balaclava on when you're a civilian will attract a lot of attention - which is especially not good if you're already carrying a military rucksack.
Once undercover units become compromised, enemies will remember the vehicles they are spotted in and clothes they are wearing - change your clothing (both uniform and either headgear or goggles) and if no enemies see you doing it, your new disguise may stick
Easily switch disguises: take enemy uniforms from nearby crates, vehicles, dead bodies and the ground (and order AI subordinates to do the same)
Quickly conceal and un-conceal your (and your subordinates') weapons if you have the inventory space - without faffing with inventories
Different configurable detection systems for regular and asymetric enemy forces
Stealth kills work -
If nobody sees you firing a shot, your cover will remain intact
BUT, enemies do remember suspicious units - if you kill someone and other enemies of that side already know who you are and that you are nearby, there is a chance your cover will be blown regardless
However, your cover will return if you kill everyone who knows about you before they can spread the word
Different behaviour for regular and asymmetric forces
Define a side as asymmetric and they will not be able to share your identity outside of the local area, but they will be better at spotting imposters
Define a side as regular and your cover will stay blown for much longer and for a much wider area once compromised... but they may not have such a good nose for imposters
(Optional) Civilian Recruitment
Undercover units can recruit civilians to join their group
The more enemies you kill, and the more chaos you are associated with, the better your reputation will become
The better your reputation, the more likely civilians are to join you
Kill enemies without getting spotted and there is a chance they will lash out against civilians, with a potential to cause a civilian uprising (optional)
Automatically arm ambient civilians with weapons and items which they may use if recruited or during an uprising
Try to steal civilians' clothes from them (but be prepared that your reputation will take a hit or you may become compromised)
(Requires ALiVE) Turn recruited units into a profiled group to be used by AI commander of the same faction as the undercover unit (add to object init: this addaction ["Profile group","[player,'profileGroup'] remoteExecCall ['INCON_ucr_fnc_ucrMain',2]",[],1,false,true]);
USAGE
Add all files from Incon-Undercover folder into your mission folder. If you already have a description.ext or initPlayerLocal.sqf then add the code to your existing files. (Make sure to delete any previous version of my undercover scripts). In description.ext, if the class is already defined (for instance, cfgFunctions), just add the #include line to the given class.
Configure your settings in the UCR_setup.sqf file in the INC_undercover folder (pay close attention to these, one wrong setting can lead to some weird behaviour).
For each out of bounds area, place a marker over the area with "INC_tre" somewhere in the marker name (e.g. "MyMarkerINC_tre" or "INC_tre_sillyMarkerName_15"). The script will handle the rest. But if you want, you can also include other markers by listing them in the relevant array in UCR_setup.sqf.
Add in Incon Persistence if you want your band of merry men to persist between ALiVE sessions (this is now a separate script but automatically persists reputation).
For each playable undercover unit, put this in their unit init in the editor:
this setVariable ["isSneaky",true,true];
Non-player units in the undercover unit's group do not need anything; the script will run on them automatically on mission start.
Caveats / Compatibility:
Only one side can have undercover units at a time (so no east undercover and west undercover units undercoverising each other at the same time)
Only one side can be defined as asymmetric at a time and only one side can be defined as regular - and both must be hostile to the undercover unit's side. So if having a three-way war, one side must be asym and the other regular.
If having a three-way (...war), it is recommended to not have any incognito factions as an engine limitation means that incognito units (i.e. those disguised as the enemy) will be seen as friendly to all - could break the immersion if you're dressed as OPFOR and GreenFOR don't shoot at you when they should.
For mission makers - just be aware that the following could affect your mission: enemy units may wander from their original positions to follow undercover units if they become suspicious. Also, when compromised by regular forces, an undercover unit's description will be shared across other enemies in the local area after some time if they don't kill everyone who knows about them
Works on all tested mods. If you find an incompatibility, tell me!
Credits
Massive thanks to Spyderblack723 for his help creating some of the functions and correcting my mistakes / oversights on the original release. Also for generally being super helpful over the past year as I've got into modding. Grumpy Old Man, Tajin and sarogahtyp are responsible for creating a performant detection script, which I then adapted and used as a basis for the undercover script, so thank you to those guys too. Also thanks to das attorney, davidoss, Bad Benson, Tankbuster, dedmen, fn_Quiksilver, marceldev89, baermitumlaut and Duda123 for some top optimisation tips. And huge thanks to accuracythruvolume for testing and feedback.
Download version 1.21 release candidate here
CHANGELOG

GF Exported Loadouts Script - Mod
by
GEORGE FLOROS [GR]
Description:
GF Exported Loadouts Script - Mod , load your exported loadouts on random to ai and / or players.
You are free to do anything but i would like to give me Credits for this!
Simple and easy to use and adapt .
Have Fun !
Installation / Usage:
For usage instructions and information of how to use the GF Exported Loadouts Script - Mod please refer to the included documentation and/or example mission.
Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission. https://community.bistudio.com/wiki/SQF_syntax
Don't try to open this with the simple notepad.
For everything that is with comment // in front or between /*
means that it is disabled , so there is no need to delete the extra lines.
You can open this ex:
with notepad++ https://notepad-plus-plus.org/
and also use the extra pluggins
(this way will be better , it will give also some certain colors to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680
or use any other program for editing .
For the Compilation List of my GF Scripts , you can search in:
https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/
Notes:
GF Exported Loadouts Script - Mod , load your exported loadouts on random to ai and / or players.
It will also work for spawned units.
There is an exclude list available or add in the init of a unit:
this setVariable ["Var_GF_Exported_Loadouts", true];
It is also included a mod version , posible to unpack and edit.
Credits and Thanks to :
Thanks to All script contributors
Thanks to everyone who tries to do the best for this game!
Thanks to BIS for such a great platform .
Thanks to BIS Community and BIS Community Forums .
Thanks to Armaholic Community and Forums .
Changelog:
3.0
The code is completely reworked ,
in order to be more user friendly , clear and readable .
Everything now is easier and sorted also to different sides , includin﻿g also more available settings.﻿
2.1
Added some extra options.
v2.0
Added an option to change certain loadouts , or random to certain type of unit.
Added three examples , rifleman , sniper and every other unit.
v1.0
Forum topic:
- Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40336
Armaholic
GF Exported Loadouts Script - Mod

GF Auto Loot Airdrops Script - Mod
by
GEORGE FLOROS [GR]
Description:
GF Auto Loot Airdrops , will detect the enabled Mods , without editing lists,for loot.
You are free to do anything but i would like to give me Credits for this!
Simple and easy to use and adapt .
Have Fun !
Installation / Usage:
For usage instructions and information of how to use the GF Auto Loot Airdrops Script please refer to the included documentation and/or example mission.
Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission. https://community.bistudio.com/wiki/SQF_syntax
Don't try to open this with the simple notepad.
For everything that is with comment // in front or between /*
means that it is disabled , so there is no need to delete the extra lines.
You can open this ex:
with notepad++ https://notepad-plus-plus.org/
and also use the extra pluggins
(this way will be better , it will give also some certain colors to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680
or use any other program for editing .
For the Compilation List of my GF Scripts , you can search in:
https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/
Notes:
GF Auto Loot Airdrops , will detect the enabled Mods , without editing lists,for loot.
There are 4 options available :
1 = Load every Mod + Bohemia Loot , 2 = Load every Mod - No Bohemia Loot ,
3 = Load Bohemia Loot Only , 4 = Custom items only.
Custom arrays can be used as well.
There are Blacklist Zones available , 5 from default and
a safe distanse from players.
This is the new reedited version of the previous GF Airdrops script.
More information inside the GF_Auto_Loot_Airdrops.sqf
There is also included a mod version , posible to unpack and edit.
Credits and Thanks to :
Thanks to All script contributors
Thanks to everyone who tries to do the best for this game!
Thanks to BIS for such a great platform .
Thanks to BIS Community and BIS Community Forums .
Thanks to Armaholic Community and Forums .
Changelog:
v1.0
Forum topic:
- Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40315
Armaholic
GF Auto Loot Airdrops Script - Mod

Hello there to Everyone ,
i'm trying to create a dynamic Simulation scrpt , but to be honest , i don't know really if the current is working or not !
I 'm not also sure about dynamicSimulationSystem generally , because i haven't seen this working on another script either !
My try below for everyone :
- deleted
any help will be much appreciated !
Thank you very much !!!
_______________________________________________________________________________________________________________
the solution :

Last content update: 6/13/2018 showing how to use the radius for addAction, using params instead of select, adding to arrays with various commands, altering arrays with various commands, get/setUnitLoadout
Last content update: 6/10/2018 going through config files and getting details to sort what you want, using radius with addAction, params, and altering arrays with resize, pushBack, pushBackUnique, set, and append and going over to assist with resize count.
Last content update: 5/27/2018 added GUI tutorial for how to make a weapon selector using cfgWeapon
Last content update: 5/24/2018 added sector control tutorial
Last content update: 5/21/2018
This is my arma 3 scripting tutorial series which is aimed to help both people getting into making their own scripts with fairly detailed simple tutorials as well as for the intermediate person looking to create their own features for their missions. The plans for this series is to almost fully cover everything behind the arma 3 missions that people play on a daily basis and have enough content provided in the videos where people can go off and make their own vision for their mission with the knowledge gained. Most of these videos are made on the fly at 1AM-4AM without any pretesting which should give someone the idea of what goes into finding syntax errors and narrowing down a bug that's causing your feature to not function properly. It is also an excuse for you to cut me some slack if you see mistakes :) . A lot of these tutorials are made with multiplayer in mind since I think most people want to play their missions online with their friends(which is why publicVariable has been utilized so much so new people can get a good grasp on the power those commands have). New videos are added to the playlist almost every day so if your stuck with something, maybe it has been covered in a video. If you have any requests on what you would like to see made then please suggest it here.
topics covered so far
Scripting tutorial playlist
Database tutorials with INIDBI2 playlist
GUI/Dialog tutorials playlist

As part of the Mission Template Stand Alone GAIA - Make missions FAST by using MCC GAIA engine tread and this post: https://forums.bistudio.com/forums/topic/172933-mission-template-stand-alone-gaia-make-missions-fast-by-using-mcc-gaia-engine/?do=findComment&comment=3242519
I said I would post the current interface I use for running the GAIA system and adding groups to GAIA. I'm releasing it as a quick simple mission you can open in Eden to have a look at.
https://1drv.ms/f/s!AnX2_vGoXf5FgRcjhy3vMZtcxX7G
Unpack the zip file to the where your Eden missions are stored. Usually one of:
C:\Users\win-username\Documents\Arma 3 - Other Profiles\arma-profile-name\missions
C:\Users\win-username\Documents\Arma 3 - Other Profiles\arma-profile-name\mpmissions
To add this to a current mission you will want to copy the Mission directory to the mission root folder.
Then you need to add the following to the description.ext file (if you don't have one then you can copy the file from the example mission and skip the next bit).
Then add the following line to the file:
// Mission scripts
#include "Mission\miss_functions.hpp"
inside the class CfgFunctions declaration. If the description.ext file does not currently have a 'class CfgFunctions' section then add the following:
// Config Functions
class CfgFunctions {
// Mission scripts
#include "Mission\miss_functions.hpp"
};
Finally you need to create an add the following to your init.sqf file (or copy the file from the example mission).
#include "Mission\Gaia\gaia_gaia.hpp"
#define STRI_GAIA_ENABLE_CACHING true
#define STRI_GAIA_DISABLE_CACHING false
// Initialise the GAIA system.
[] call miss_fnc_gaia_init;
// Add the AI to GAIA.
{
[_x, "0", STRI_GAIA_FORTIFY, true ] call miss_fnc_gaia_addGroupToGaia;
} forEach [ ENEMY_1 ];
// Report that the
systemChat "Game init.sqf complete";
The example mission only has enemy units and a single civilian you can use to observe the behaviour of the GAIA controlled units.
<aside>I'm feeling a little embarrassed. Talking about a 'library' and 'API'. My excuse is I wrote this code some time ago and though I uses it in most of my missions I have forgotten what it actually does, just copying what I did in the last mission. It is ultimately just 3 functions</aside>
The interface is just 3 functions:
miss_fnc_gaia_init - This does the GAIA initialisation, a background task to run GAIA. Call this before trying to add groups to GAIA.
miss_fnc_gaia_addGroupToGaia - This does what is says on the tin. It adds a group to GAIA, allowing a full set of controls. i.e. You can set the marker, the command and weather caching of the group is to be used.
miss-fnc_gaia_nextMarker - This is meant to be used as part of a automatic placement system and will generate a new marker name for the next GAIA marker zone.
OK, so that is really 2 functions but it does simplify using GAIA. The clever bit would have been the automatic unit deployment system which is still in development ^^

GF Custom Loot Position
Spawn Script
by
GEORGE FLOROS [GR]
Description:
GF Custom Loot Position Spawn Script , spawn Weapons , Mags , Items , to the desired position , configurable script.
You are free to do anything but i would like to give me Credits for this!
Simple and easy to use and adapt .
Have Fun !
Installation / Usage:
For usage instructions and information of how to use the GF Custom Loot Position Spawn Script , please refer to the included documentation and/or example mission.
Place in your mission the files . There is everything included , inside the mission.
https://community.bistudio.com/wiki/SQF_syntax
Don't try to open this with the simple notepad.
For everything that is with comment // in front or between /*
means that it is disabled , so there is no need to delete the extra lines.
You can open this ex:
with notepad++ https://notepad-plus-plus.org/
and also use the extra pluggins
(this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680
or use any other program for editing .
For the Compilation List of my GF Scripts , you can search in:
https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/
Notes:
Configurable Scripts.
Open this mission to the 3D editor and copy paste ( ctrl c - ctrl v ) the item "Land_BakedBeans_F" ,
wherever you want , the loot to be spawned .
There is included a ready Loot List for a vanilla and Ravage.
You can also spawn objects.
More about , in the info folder inside Information.txt file.
Credits & Thanks:
Thanks to All script contributors
Thanks to everyone who tries to do the best for this game!
Thanks to BIS for such a great platform .
Thanks to BIS Community and BIS Community Forums .
Thanks to Armaholic Community and Forums .
Changelog:
Version 1.0
Forum topic:
- Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=39904
Armaholic
download
GF Custom Loot Position Spawn Script
pics:

DESCRIPTION:
This is a script which dynamically spawns furniture in random houses when a player enters the town it's associated with. The furniture despawns when the player(s) in that town leave. Easy to setup!
VIDEO:
SCREENSHOTS:
Coming soon™
FEATURES:
No mods required!
No DLCs required!
Compatible with all maps which use buildings from Altis, Malden, Stratis, and Tanoa
Compatible with single-player, client-hosted, and dedicated servers
Nearly no performance impact
Spawns furniture in random houses within town, when player enters it
Furniture layouts are built with AI pathing / buildingPositons in mind
Despawns the furniture when there are no players within that town
Includes an easy to configure script file
TO DO LIST: (Upcoming Change-Log)
Finish support for Tanoa buildings
Include support for CUP buildings
Include furniture layouts for abandoned buildings
Include furniture layouts for industrial buildings
Include furniture layouts for military buildings
Create up to 5 possible furniture layouts for each individual unique building
KNOWN BUGS:
Bug free!
CREDITS:
Phronk: Script Creator
Bohemia Interactive: Furniture models, textures, and configs
CONTRIBUTORS:
Metalman10 optimized the initialization of functions
TESTERS:
Chaser (ATCAG)
PRYMSUSPEC
Sjakal
INSTALLATION:
Copy & paste the "PF" folder into your mission's root folder
EXAMPLE: C:\Users\<MyUsername>\Documents\Arma 3 - Other Profiles\missions\<myMissionName.mapName>
Copy & paste this line of code into your mission's init.sqf:
execVM"PF\init.sqf";
Done!
(OPTIONAL) - The "CFG.sqf" file in the "PF" folder is the settings file.
PF_BlacklistMkr = ["BL_Mkr1", "BL_Mkr2", "BL_Mkr3"]; //List of blacklisted markers
PF_BlacklistLoc = ["airbase","Stratis Air Base", "military range"]; //List of blacklisted locations
PF_Dbug = FALSE; //Debug mode: true = on, false = off
PF_Chance = 75; //% Chance for furniture to spawn per house
PF_Optimize = TRUE; //TRUE enables hiding all furniture until player is within 150m, FALSE disables it
v0.6 (06.03.2018)
DOWNLOAD LINK - (Google Drive)
DOWNLOAD LINK - (Steam Workshop) DOWNLOAD LINK - (Armaholic)
CHANGE-LOGS: